d3d11: Validate stream output buffer strides.

Signed-off-by: Józef Kucia <jkucia@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
Józef Kucia 2017-03-28 12:00:07 +02:00 committed by Alexandre Julliard
parent 16ab203342
commit ea60b8746c
1 changed files with 17 additions and 1 deletions

View File

@ -1190,6 +1190,7 @@ static const struct wined3d_parent_ops d3d_geometry_shader_wined3d_parent_ops =
static HRESULT wined3d_so_elements_from_d3d11_so_entries(struct wined3d_stream_output_element *elements,
const D3D11_SO_DECLARATION_ENTRY *entries, unsigned int entry_count,
const unsigned int *buffer_strides, unsigned int buffer_stride_count,
const struct wined3d_shader_signature *os)
{
unsigned int i, j, mask;
@ -1297,6 +1298,7 @@ static HRESULT wined3d_so_elements_from_d3d11_so_entries(struct wined3d_stream_o
for (i = 0; i < D3D11_SO_STREAM_COUNT; ++i)
{
unsigned int current_stride[D3D11_SO_BUFFER_SLOT_COUNT] = {0};
BOOL has_element[D3D11_SO_BUFFER_SLOT_COUNT] = {FALSE};
BOOL is_used[D3D11_SO_BUFFER_SLOT_COUNT] = {FALSE};
@ -1306,6 +1308,7 @@ static HRESULT wined3d_so_elements_from_d3d11_so_entries(struct wined3d_stream_o
if (e->stream_idx != i)
continue;
current_stride[e->output_slot] += 4 * e->component_count;
is_used[e->output_slot] = TRUE;
if (e->register_idx != WINED3D_STREAM_OUTPUT_GAP)
has_element[e->output_slot] = TRUE;
@ -1318,6 +1321,19 @@ static HRESULT wined3d_so_elements_from_d3d11_so_entries(struct wined3d_stream_o
WARN("Stream %u, output slot %u contains only gaps.\n", i, j);
return E_INVALIDARG;
}
if (buffer_stride_count && is_used[j])
{
if (buffer_stride_count <= j)
{
WARN("Buffer strides are required for all buffer slots.\n");
return E_INVALIDARG;
}
if (buffer_strides[j] < current_stride[j] || buffer_strides[j] % 4)
{
WARN("Invalid stride %u for buffer slot %u.\n", buffer_strides[j], j);
return E_INVALIDARG;
}
}
}
}
@ -1376,7 +1392,7 @@ static HRESULT d3d_geometry_shader_init(struct d3d_geometry_shader *shader,
return E_OUTOFMEMORY;
}
if (FAILED(hr = wined3d_so_elements_from_d3d11_so_entries(so_desc.elements,
so_entries, so_entry_count, &desc.output_signature)))
so_entries, so_entry_count, buffer_strides, buffer_stride_count, &desc.output_signature)))
{
HeapFree(GetProcessHeap(), 0, so_desc.elements);
shader_free_signature(&desc.input_signature);